System and Method to Standardize and Improve Implementation Efficiency of User Interface Content

ABSTRACT

A system and method to improve implementation efficiency of user interface content by using standard content attributes used across all platforms and devices to implement a lowest common denominator programming system. Standardized content attributes are used to produce a universal content framework that is implemented identically across various devices and platforms, resulting in a consistent and standardized user experience. The invention allows programming functionality to be universally applied and usable with any device and platform so that significant computer programming and updating inefficiencies are eliminated.

The present application claims priority under 35 U.S.C. § 120 as acontinuation of U.S. application Ser. No. 17/168,505, filed Feb. 5,2021, which is a continuation of U.S. application Ser. No. 16/505,891,filed Jul. 9, 2019, now U.S. Pat. No. 10,938,880, which is acontinuation of U.S. application Ser. No. 15/883,281, filed Jan. 30,2018, now U.S. Pat. No. 10,397,304.

TECHNICAL FIELD

The present invention relates to a system and method that allowsprogramming functionality to be universally applied and usable with anydevice and platform in such a way that the user interface and contentare standardized and rendered faithfully across all target devices andplatforms.

BACKGROUND OF THE INVENTION

The proliferation of computer platforms and devices upon which users canaccess computer programs, websites, or applications has frustratedprogrammers who must develop and write multiple versions of computercode so that content can be viewed and applications can operate in astandardized fashion on different platforms and different devices. Themultiplicity of platforms and devices that are in operation represents awaste of time and effort necessary to tailor software to variousplatforms and devices in situations where the software must operatesimilarly regardless of the platform or device used. As independentlydeveloped programs are pushed down to the device level, subsequentsoftware updates must also be developed and pushed down the device leveleach time a change or update of the program is necessary, which alsorequires that a separate change or update be created and implemented foreach platform and device at issue.

New versions of platforms and devices also complicate the rendition ofcontent and program operation to the extent that distinct code must bewritten to account for the changes or updates in platforms and devicesas subsequent generations are released. The lack of interoperabilityacross platforms and devices in the user interface realm is reminiscentof the early days of cell phones that resulted in a proliferation ofnon-backwards compatible phone chargers unique to each device andmanufacturer. However, this waste of resources is measured not inhardware obsolescence, but rather in wasted human resources that couldbe better deployed if programs and updates could be created andimplemented so that single programs could be developed that wouldfunction the same and display content the same across any platform ordevice employed by the user to access the program, website, orapplication.

As platforms or devices are upgraded, new software must be tailored tooperate on the changed platforms or devices. Similarly, as the softwareprograms or content changes, the new software must be tailored tooperate on different platforms and devices. User interfaces, whileappearing the same or similar regardless of the platform or devices, areactually separately programmed platform-dependent and device-dependentapplications, and therefore, there is no process for designing a singleuser interface for every target device or platform that allows for anymeaningful standardized display of content and functionality. Similarly,user interface elements cannot be associated with external content usinga universal format that can be used across devices and platforms.

These interoperability issues have led to various problems beyond simplya waste of resources. The time, effort, and cost involved with tailoringsoftware solutions to particular devices and platforms have led somecompanies to avoid certain devices or platforms, which hasanticompetitive effects on the market for platforms and devices, ascompanies focus their efforts on only the most popular platforms anddevices, while avoiding less popular platforms and devices altogether.This also had the effect of sacrificing optimum performance and devicefeatures, as well as hampering the available speed of implementation andtime to market.

It would be beneficial if a solution were available that provided areusable framework for current and future projects involving userinterface (UI), user experience (UX), and content for many platforms,including mobile, desktop, and web applications. Such a solution wouldreduce time to market for both application creation and maintenancefunctions and would reduce costs associated with design, implementation,deployments, maintenance, and support. It would further provideuniformity, consistency, and reusability across all channels, includingmobile, desktop and web. It would also conserve technical resourcesrelating to developers, technical teams, software languages, specializedskills, hardware, software, frameworks, environments, and otherinfrastructure. Therefore, the reuse of existing infrastructure would bemaximized.

BRIEF SUMMARY OF THE INVENTION

This invention is based on a unified, consistent, and standardizedplatform that can be used to manage and deliver content, UI, UX, clientlogic, and channels as well as a unified design methodology supported bystandardized components for UI, UX, and content across all channels,client form-factors, and client versions. The invention allows UI, UX,and content to be designed and implemented without first developingback-end systems and data structures. Unlike applications that adaptcontent to the different characteristics of each distinct channel,embodiments of the present invention implement content attributesidentically across various platforms and devices, which results in aconsistent and standardized user experience. For example, the inventionutilizes native mobile applications and views instead of HTML views inapplications. Whereby web browsers are programs that interpret HTML, theinvention provides programmers with the ability to package a collectionof content elements into a single reusable component. Some embodimentsof the invention use JSON (JavaScript Object Notation) as a lightweightdata-interchange format to implement aspects of the invention in alanguage independent manner. In effect, through the use of commoncontent elements that are used across platforms and devices, theinvention provides the structure by which content elements that arecommon to all platforms and devices are used to produce consistentdisplay characteristics and functionality. In this way, the need forcustom software for each platform and each device is reduced as theinvention takes advantage of common content elements to produce aconsistent user experience. After the base programs are installed at thedevice level, payloads for dynamic content or updates only need bechanged once regardless of the number of devices running any number ofplatforms. Payload content often consist of links, videos, images, orother third-party content that are generally not included in theuniversal content framework that is comprised of content attributes(e.g., text font in label) and related values (e.g., size of label inrelation to UI).

The invention utilizes a lowest common denominator of universal nativecapabilities (e.g., shapes, images, lines, colors, text) to presentcontent and functionality to users in a consistent manner regardless ofthe device or platform. The invention is based on the recognition thatthere are attributes and values used by all platforms that can be usedto produce a universal UI, which can be responsively adapted to devicesize (e.g., the UI is able to resize itself to adjust to the currentsize of the available display area). The invention uses a universal setof attributes that applies to all content elements and components,across a wide variety of technological platforms and devices. JSON tagscan also be used to refer to content components by reference, whichprovides the ability to use these user-defined components in a shorthandlibrary, and once a change is made to a component stored in the library,the change is made in the payload application that can be downloaded tothe spectrum of devices and platforms. Embodiments of the invention arenot limited to implementations using JSON, but JSON is generally used inthis specification as an exemplary data-interchange format. In theseembodiments, JSON is used as a template for the UI that is structured toreceive payload content, which in turn is incorporated within theJSON-defined universal template.

While many embodiments of the invention discussed focus on interactivecontent applications, the invention also applies to other UIs (reports,e-mail, text messages, etc.). Such a variety of applications are greatlybeneficial from a marketing perspective where multiple platforms areoften utilized to convey information to uses, customers, or potentialcustomers.

The foregoing has outlined rather broadly the features and technicaladvantages of the present invention in order that the detaileddescription of the invention that follows may be better understood.Additional features and advantages of the invention will be describedhereinafter which form the subject of the claims of the invention. Itshould be appreciated by those skilled in the art that the conceptionand specific embodiment disclosed may be readily utilized as a basis formodifying or designing other structures for carrying out the samepurposes of the present invention. It should also be realized by thoseskilled in the art that such equivalent constructions do not depart fromthe spirit and scope of the invention as set forth in the appendedclaims. The novel features which are believed to be characteristic ofthe invention, both as to its organization and method of operation,together with further objects and advantages will be better understoodfrom the following description when considered in connection with theaccompanying figures. It is to be expressly understood, however, thateach of the figures is provided for the purpose of illustration anddescription only and is not intended as a definition of the limits ofthe present invention.

BRIEF DESCRIPTION OF THE DRAWINGS

For a more complete understanding of the present invention, reference isnow made to the following descriptions taken in conjunction with theaccompanying drawings, in which:

FIG. 1 is a diagram of an exemplary object hierarchy of content typesused in embodiments of the invention.

FIG. 2 is a diagram of an exemplary content delivery pipeline used inembodiments of the invention.

FIG. 3 shows a simplified workflow summary of an embodiment of theinvention.

FIG. 4 shows an exemplary UI structure with various content elements inan embodiment of the invention.

FIG. 5 exemplifies client-side functionality in an embodiment of theinvention.

FIG. 6 is a sequential flowchart setting forth the process ofimplementing an embodiment of the invention.

FIG. 7 is a sequential flowchart setting forth the process of modifyingand downloading payload content to be utilized within the universalcontent framework in an embodiment of the invention.

DETAILED DESCRIPTION OF THE INVENTION

FIG. 1 shows a simplified workflow summary that identifies elements thatcan be conceptualized as a JSON structured template and as part of thecontent delivery network. In this embodiment of the invention, Workflow100 is broken down into component parts, beginning with server 102 andthe author, which is the programmer/programming responsible for creatingand sending to client 104 all of the content that the user will interactwith on the user device. The content that flows from server 102 toclient 104 is divided between content delivery network 106 (e.g.,images, videos, binaries) and JSON structured template 108 (e.g., UI,UX, layouts, actions, data binding, logic). In this example, it is JSONstructured template 108 that takes advantage of the universal set ofattributes common across all platforms and devices to provide client 104with the structure to receive the payload from content delivery network106. In this way, JSON structured template 108 provides the universalstructure designed to reside on dissimilar devices but to interface (UIand UX) with client 104 in a uniform manner and accept dynamic contentin such a way that minimizes the size and scope of the payload necessaryto uniformly interact with JSON structured template 108 that generallyand relatively more permanently resides at client 104, which can utilizea variety of platforms (e.g., Android, iOS, web/browser, desktop,e-mail, SMS, printed reports) and which can be embodied in numerousdevices such as Apple iPhones, personal computers, Samsung Galaxyphones, tablets, etc. For purposes of exemplary illustration, a serveris used as the source of the program authorship, but it is expresslyenvisioned that distributed or cloud based network architectures can beused as the basis for implementing the invention.

In order to fully realize the advantages of the invention, acomprehensive unified content management system should be implemented toidentify the elements that should be part of JSON structured template108 and those that should be part of content delivery network 106.Unified content management generally comprises eight specific buildingblocks: Standardized Size-Aware Content, Reusable Content, ChannelAdapters, Layout as Content, Data Binding as Content, Action Binding asContent, Centralized Content Repository, and Extensible Content API(Application Programming Interface).

Standardized Size-Aware Content allows the representation of content ina universal format suitable for any channel. Content is comprised ofelements directly affecting the user experience such as text, images,video, audio, haptic feedback, colors, themes, styles, shapes, layouts,UIs, widgets, forms, data, etc. Content specifications can be defined attwo levels: the components level (defining content in terms of reusablelogical components, including their behavior and relationships) and JSON(defining JSON serialization or deserialization of components forpersistent storage and transmission of components). Major contentcomponents are content containers (contain and organize other content),non-containers (independent components such as labels, buttons, andimages), styles (collections of attributes that can be applied to one ormore components), projects (stand-alone collections of components thatcan be used directly, or reused as components in other content orprojects), and the Centralized Content Repository (an organized andpersistent collection of stored content that is maintained by authors,and is available on-line for client software to present to users).

The size-aware aspect of Standardized Size-Aware Content allows contentto adapt itself to any size device or screen, improving the userexperience as well as significantly reducing implementation andmaintenance efforts within and across channels. For example, HTML, themost widely adopted standard for content currently in existence, worksfor web and sometimes e-mail, but does not work particularly well formobile or other channels. And even with the web applications, HTML canbe difficult to implement, may not be size-aware, and may lead toinconsistencies across browsers, versions, and users. However,Standardized Size-Aware Content is capable of representing a piece ofcontent independently from any specific channel or platform used topresent the content to the user. This is accomplished by using auniversal representation for all content by selecting common contenttypes and attributes across all platforms and representing any piece ofcontent or IU as a nested set of content elements using a single set ofobjects and attributes. Content is hierarchical in nature in that agiven piece of content usually contains other content elements. Forexample, a page may contain a header and a body, and both the header andthe body may contain both images and text. FIG. 2 shows an example ofcontent structured as a hierarchy. In one embodiment of the invention,the JSON specification is sent to the client device so that it canreceive the payload content and use the content to provide the user witha consistent UI experience regardless of the platform or device type. Inthis way, the structure of the UI is resident on the device andinterprets and reflects content not identified as a common universalattribute contained in and comprising the UI structure.

Reusable Content allows a single piece of content to be reused as asub-component in multiple places and/or across channels. This improvesthe user experience by improving UX and UI consistency for the user,which also significantly reduces implementation and maintenance effortswithin and across channels.

Channel Adapters allow a single piece of content to be displayed andused appropriately across multiple channels, while still using theconventions of each target channel. A channel is a platform for deliveryof content to users (e.g., Android, iOS, SMS, e-mail, web, print), eachutilizing different technology and design standards. Each ChannelAdapter is a separate, platform-specific software component. Mostimportantly, this software is the only platform-specific software usedin conjunction with various embodiments of the invention. ChannelAdapters allow channel-specific knowledge and human capital to beconsolidated and decoupled from most other aspects of the contentpipeline, including code, UI/UX design, creative design, testing,deployment, maintenance, support, and analytics. This reduces thepropagation of channel-specific changes, ultimately reducing both effortand time-to-market.

Layouts as Content allow the relative positions of content to be definedfrom within the content, which eliminates the necessity of templates andthe developers and other personnel otherwise needed to create andmaintain the templates across multiple applications and multiplechannels. This allows for entirely new user experiences, pages, andforms to be defined on-the-fly from content without the need fordevelopers, which can improve time-to-market and reduce developmentcosts.

Data Binding as Content allows content to contain the instructions forlinking a user experience with data, which eliminates the necessity ofdevelopers to create specific software for each user experience, whichproviding more freedom to content designers and marketing teams. Thisalso allows new data to be added to the system and integrated morerapidly into existing or new user experiences while minimizing oreliminating developer involvement, which leads to a correspondingreduction in effort and costs and an improved time-to-market.

Action Binding as Content allows content to contain the instructions forwhat happens when a user interacts with the content, which eliminatesthe need for developers to create specific software for each possibleuser action while allowing content designers and marketing teams tocontrol the user experience. This also results in reduced effort andcosts and an improved time-to-market.

Centralized Content Repository allows content to be accessible andreusable across multiple devices, multiple systems, and multiplechannels. The removal of built-in-content from channel endpoints such asapplications and web pages results in fewer versions of content andfaster deployment of new or modified content, reduced costs, andimproved time-to-market.

Extensible Content API allows content clients such as mobileapplications and websites to access and use the content so that contentand content-related services can be published to third-party clients,powering their white-label versions of the applications.

An exemplary content delivery pipeline 300 is shown in FIG. 3.Centralized Content Repository 302 is at the topmost level of thecontent delivery pipeline 300 and is used to store both atomic contentelements 304 and aggregate content elements 306. Atomic content elementsare those elements that represent the lowest level of detail, oralternatively stated, atomic content elements are those elements thatcan no longer be broken down into smaller elements. Atomic contentcomprises basic content elements built into the system and are thestarting point for all other content. Atomic content can be divided intotwo major categories: containers (content used to organize child contentelements) and non-containers (content building blocks such as labels,images, button, input text, etc.). Containers are used to organize agroup of content elements. Any type of content can be placed into acontainer, including other containers, which allows content to benested. Nesting enhances content reusability because any container hasthe potential to become an independent reusable component that can beaccessed by multiple content projects.

A label is a non-editable block of text. Examples may include titles,links, information, and general text. Binding can be used to associatelabels with data. Although labels can be links, it is usually preferableto use a button for this function to provide the user with anunambiguous indication that an action will occur when the button isactuated. Buttons allow the user to take a specific action and caninclude linking. Input text is an editable block of text and examplesmay include forms, data entry, and lists of selectable items. Optionalfeatures that can be used with input text are text wrapping,auto-complete, and validation. Binding can also be used to associateimages with an image file, and scaling can be used to set the scalingmode of the image.

Aggregate content elements are comprised of two or more atomic contentelements. Previously created content elements may be reused by one ormore aggregation elements, thereby allowing construction of increasinglyelaborate aggregations/content elements.

At the next level of content delivery pipeline 300 is data binding stage308. At data binding stage 308, content sent from Centralized ContentRepository 302 is combined with data from various sources. At renderingstage 310, each content element is transformed into a target format suchas HTML, JPG, PNG, XAML, text, Android Layout, or iOS NIB. In thisembodiment, rendering refers to the process of transforming a JSONdefinition of content into a form suitable for presentation to a user onthe target level device or platform (channel). This transformationprocess is similar to the compilation of source code into an executable.As with code, this process is largely characterized by a series ofdereferencing steps.

In a preferred embodiment, rendering stage 310 comprises six sub-stages:Pre-rendering (Raw Content), Pre-rendering (Content Dereferencing),Pre-rendering (Data Dereferencing), Pre-rendering (SessionDereferencing), Rendering (Channel), and Rendering (Context). RawContent in the form of (normalized) JSON and/or other prefiguredbinaries (e.g., images) may be delivered directly to the client or tothe next stage (i.e., Content Dereferencing). At the Pre-rendering(Content Dereferencing) sub-stage, pre-rendered JSON content isdereferenced (denormalized) using other JSON content, and is stored backinto Centralized Content Repository 302. At the Pre-rendering (DataDereferencing) sub-stage, pre-rendered content is dereferenced usingpersistent system data (files, records, etc.) and/or tables that are notsession-dependent. At the Pre-rendering (Session Dereferencing)sub-stage, pre-rendered content is dereferenced using session data. Atthe Rendering (Channel) sub-stage, content is dereferenced and/orrendered as channel-specific components/objects. At the Rendering(Context) sub-stage, content is dereferenced and/or rendered based uponthe current context, which typically involves states in the active viewat the client, and is the point at which the content is activelyinteracting with the user in real time and is fully rendered.

Depending upon concerns based upon channel, security, and UXrequirements, implementation of some sub-stages may exist at either theclient or at the host. Even though rendering stage location is variable,content is still defined at the host at the Pre-rendering (Raw Content)sub-stage. In other words, the rendering pipeline implementation doesnot change the ability to control content centrally. Source JSON contentcan reference other content so that content can be reused, both withinthe same channel and across multiple channels. For example, a singleimage stored in the repository may appear on Android, iOS, and web, butcontent referencing is not limited to images and content in the form ofa project or a named JSON fragment may similarly be referenced and usedas well.

At Extensible Content API stage 312, the final content is delivered toits destination. The user interacts with the final delivered content astage 314, and the user's interaction with the content is processedlocally or remotely via the API.

Embodiments of the invention generally implement a UI that is adaptiveto size of the user interface. The invention takes advantage ofuniversal native capabilities and common attributes used acrossprograms, applications, browsers, cellphones, etc. This universal set ofattributes, once selected, applies to all components (e.g., buttons,containers). Base attributes focus on UI appearance (e.g., lines,labels, colors, text). Binding attributes focus on the integration ofexternal data (e.g., linking data to UI elements). Action attributesfocus on the action that occurs when the user actuates a function byinteracting with the UI (e.g., user actuates a push button on his cellphone). The hierarchical structure that is used in embodiments of theinvention provides for the nesting of data, which allows for furthernesting of data within the UI. The UI structure is sent to the userdevice along with other content being displayed. Data components can bereferred to by reference (e.g., JSON tags), which can be definedcomponents contained in a library or repository, so that a change madeonce in a content repository will be implemented across every platformand device in the payload content cross-referenced to the library orrepository or any other source of content.

FIG. 4 shows an exemplary UI structure with various content elements.Container 400 represents a universal rendering of the interface a userexperiences regardless of platform or device. This example shows acommon login webpage or initial application view. At the top of the pageis logo 402 and title 404. Logo 402 is a non-editable image and title404 is non-editable text. Similarly, login-container 406 includesnon-editable aspects that is also considered part of the structure inthis example, which along with the colors, layout, logo 402, and title404 will generally comprise the structure that will be universallydefined across platforms and devices in this example. The non-editableelements include labels “USER” and “PASSWORD” text. However, log-incontainer 406 also contains editable text user id field 408 and passwordfield 410 as input text. Optional features such as auto-complete can beprogrammed into the input text functionality.

Once user has completed the necessary fields to login, the user actuateslogin button 412, which will usually be programmed with action bindingfunctionality to process the validation function that confirms orrejects the user id and/or password entered into the UI. FIG. 4represents a simple example of how the invention utilizes commonelements (e.g., labels, text, colors) that are used across all platformsand devices to develop a universal structure designed to receive dynamicpayload content and perform dynamic functionality in a manner that doesnot necessitate the development of a new UI package, for each and everyplatform and device, every time a change is made or a version isupdated. Only the dynamic or non-standardized content need be updated,and that can be accomplished using shorthand tools that pull contentfrom other sources or content repositories. A change at the contentsource (e.g., database with value binding to text, link to third-partydata stream) will automatically update the dynamic content displayed atthe UI.

FIG. 5 shows a client-side representation of an embodiment of theinvention and shows universal content framework 500 interacting withseveral types of platforms that can be used for coordinated marketingefforts. In this example, universal content framework 500 has beencreated using JSON. Rendering code 502 takes the JSON and converts itinto a universal “look at feel” across all platforms by translating theJSON into platform-specific structure that has been created using commonattributes. In this way, the invention can be used to create UIs in theform of text messages 504, websites 506, Android-based devices 508,iOS-based devices 510, and e-mail 512. For example, should a marketingdepartment want to send out information to its customers using all ofthese forms of communication, it can simply create a single contentpayload designed to fit within the universal content framework and sendit out. The framework and payload content (whether dynamic or static)will be rendered the same to the client regardless of the platform orend user interface or device.

FIG. 6 is a sequential flowchart setting forth the process ofimplementing an embodiment of the invention. At step 600, commonattributes are identified and selected. At step 602, the universalcontent framework that will be used to provide the common structure isdeveloped. At step 604, a corresponding content repository is created tobe used in conjunction with the universal content framework. At step606, relationships are made (e.g., using JSON) between dynamicattributes residing in the content repository or elsewhere and theireventual location and functionality within the universal contentframework. At step 608, client-specific rendering code is developed toprovide for common UI experience regardless of platform or user device.At step 610, universal content framework, attributes residing in thecontent repository or elsewhere, and client-specific rendering code isdownloaded to the user at the platform and device level.

FIG. 7 is a sequential flowchart setting forth the process of modifyingand downloading payload content to be utilized within the universalcontent framework in an embodiment of the invention. At step 700,content used at the device level is modified at a centralized contentrepository or another source used in relation to the UI or itsfunctionality. At step 702, that content (e.g., image, video, binaries)is pushed down to the device level or is downloaded as a result of arequest or refresh of the UI. At step 704, the content is incorporatedinto the universal content framework based on the defined attributes(e.g., base attributes, binding attributes, action attributes). At step706, the UI is rendered to the user based on the platform being used.

Although the present invention and its advantages have been described indetail, it should be understood that various changes, substitutions andalterations can be made herein without departing from the spirit andscope of the invention as defined by the appended claims. Moreover, thescope of the present application is not intended to be limited to theparticular embodiments of the process, machine, manufacture, compositionof matter, means, methods and steps described in the specification. Asone of ordinary skill in the art will readily appreciate from thedisclosure of the present invention, processes, machines, manufacture,compositions of matter, means, methods, or steps, presently existing orlater to be developed that perform substantially the same function orachieve substantially the same result as the corresponding embodimentsdescribed herein may be utilized according to the present invention.Accordingly, the appended claims are intended to include within theirscope such processes, machines, manufacture, compositions of matter,means, methods, or steps.

What is claimed is:
 1. A system for creating a cross-platform userinterface comprising: a hardware processor for developing a singleshared code base using content attributes which are universally presentacross distinct computing platforms; a memory connected to said hardwareprocessor; a library for storing said content attributes; and a unifiedframework wherein said single shared code base interfaces with saidcontent attributes to provide consistent displays on user accessdevices, at least two of said user access devices having distinctoperating systems, and wherein one or more said content attributes insaid library is linked to said unified framework.
 2. The system forcreating a cross-platform user interface of claim 1 wherein said librarycomprises atomic content attributes and aggregate content attributes. 3.The system for creating a cross-platform user interface of claim 1further comprising a dynamic content payload incorporated into saidunified framework.
 4. The system for creating a cross-platform userinterface of claim 3 wherein said dynamic content payload is transmittedto said user access devices in one or more transmission formats.
 5. Thesystem for creating a cross-platform user interface of claim 1 whereinsaid unified framework utilizes containers to organize said contentattributes.
 6. The system for creating a cross-platform user interfaceof claim 1 wherein said content attributes in said library are linked tosaid unified framework by identifying said content attributes usingtags.
 7. The system for creating a cross-platform user interface ofclaim 6 wherein said tags are incorporated into said unified frameworkand access said content attributes stored in said library based on across-referenced tag identification.
 8. A method for creating across-platform user interface comprising the steps of: selecting contentattributes based on their universal usage across computing platforms andcomputing devices; creating a single shared code base using said contentattributes, said content attributes stored in a library; accessing saidsingle shared code base to generate a user interface; and binding saidcontent attributes to one or more underlying data sources.
 9. The methodfor creating a cross-platform user interface of claim 8 wherein saidsingle shared code base comprises one or more action binding referencesto respond to user interaction.
 10. The method for creating across-platform user interface of claim 8 further comprising the step ofevaluating content attributes based on their universal usage acrosscomputing platforms and computing devices.
 11. The method for creating across-platform user interface of claim 8 further comprising the step ofdeveloping said library comprising both atomic content attributes andaggregate content attributes.
 12. The method for creating across-platform user interface of claim 8 further comprising the step oftransmitting said user interface to user devices.
 13. The method forcreating a cross-platform user interface of claim 8 further comprisingthe step of organizing said content attributes into one or morecontainers.
 14. The method for creating a cross-platform user interfaceof claim 13 wherein said one or more containers contain atomic contentattributes and aggregate content attributes.
 15. The method for creatinga cross-platform user interface of claim 8 wherein said step of creatingsaid single shared code base using said content attributes comprisescross-referencing said content attributes with tags incorporated intosaid single shared code base.
 16. A non-transitory computer readablemedium with computer executable instructions stored thereon executed bya processor to perform the method for creating a cross-platform userinterface comprising the steps of: evaluating content attributes basedon their universal usage across computing platforms and computingdevices; selecting content attributes based on their universal usageacross computing platforms and computing devices; creating a singleshared code base using said content attributes; and accessing saidsingle shared code base to generate a user interface.
 17. Thenon-transitory computer readable medium with computer executableinstructions stored thereon executed by a processor to perform themethod for creating a cross-platform user interface of claim 16 furthercomprising binding said content attributes to one or more underlyingdata sources.
 18. The non-transitory computer readable medium withcomputer executable instructions stored thereon executed by a processorto perform the method for creating a cross-platform user interface ofclaim 16 further comprising the step of modifying said contentattributes.
 19. The non-transitory computer readable medium withcomputer executable instructions stored thereon executed by a processorto perform the method for creating a cross-platform user interface ofclaim 16 further comprising the step of pushing a dynamic contentpayload to user access devices.
 20. The non-transitory computer readablemedium with computer executable instructions stored thereon executed bya processor to perform the method for creating a cross-platform userinterface of claim 19 wherein said dynamic content payload is integratedinto said user interface.